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601 lines
26 KiB
601 lines
26 KiB
#ifndef Magnum_Framebuffer_h |
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#define Magnum_Framebuffer_h |
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/* |
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Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz> |
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This file is part of Magnum. |
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Magnum is free software: you can redistribute it and/or modify |
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it under the terms of the GNU Lesser General Public License version 3 |
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only, as published by the Free Software Foundation. |
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Magnum is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU Lesser General Public License version 3 for more details. |
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*/ |
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/** @file |
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* @brief Class Magnum::Framebuffer |
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*/ |
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#include "BufferedImage.h" |
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#include "CubeMapTexture.h" |
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#include "Image.h" |
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#include "Renderbuffer.h" |
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#include "Set.h" |
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namespace Magnum { |
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/** @ingroup textures |
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@brief %Framebuffer |
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Provides operations with framebuffers (configuring, clearing, blitting...) and |
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creation and attaching of named framebuffers. |
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*/ |
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class MAGNUM_EXPORT Framebuffer { |
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Framebuffer(const Framebuffer& other) = delete; |
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Framebuffer(Framebuffer&& other) = delete; |
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Framebuffer& operator=(const Framebuffer& other) = delete; |
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Framebuffer& operator=(Framebuffer&& other) = delete; |
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public: |
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/** |
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* @brief Features |
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* |
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* If not specified otherwise, all features are disabled by default. |
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* @see setFeature() |
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*/ |
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enum class Feature: GLenum { |
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AlphaBlending = GL_BLEND, /**< Alpha blending */ |
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#ifndef MAGNUM_TARGET_GLES |
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/** |
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* Depth clamping. If enabled, ignores near and far clipping plane. |
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* @requires_gl |
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* @requires_gl32 Extension @extension{ARB,depth_clamp} |
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*/ |
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DepthClamp = GL_DEPTH_CLAMP, |
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#endif |
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DepthTest = GL_DEPTH_TEST, /**< Depth test */ |
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StencilTest = GL_STENCIL_TEST, /**< Stencil test */ |
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Dithering = GL_DITHER, /**< Dithering (enabled by default) */ |
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FaceCulling = GL_CULL_FACE /**< Back face culling */ |
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}; |
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/** |
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* @brief Mask for clearing |
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* |
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* @see ClearMask, clear(), clear(ClearMask) |
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*/ |
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enum class Clear: GLbitfield { |
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Color = GL_COLOR_BUFFER_BIT, /**< Color */ |
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Depth = GL_DEPTH_BUFFER_BIT, /**< Depth value */ |
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Stencil = GL_STENCIL_BUFFER_BIT /**< Stencil value */ |
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}; |
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typedef Set<Clear, GLbitfield> ClearMask; /**< @brief Mask for clearing */ |
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/** |
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* @brief %Framebuffer target |
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* |
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* @see bind(), bindDefault() |
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* @requires_gl30 Extension @extension{EXT,framebuffer_object} |
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*/ |
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enum class Target: GLenum { |
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#ifndef MAGNUM_TARGET_GLES |
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/** |
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* For reading only. |
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* @requires_gl |
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* @requires_gl30 Extension @extension{EXT,framebuffer_blit} |
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*/ |
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Read = GL_READ_FRAMEBUFFER, |
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/** |
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* For drawing only. |
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* @requires_gl |
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* @requires_gl30 Extension @extension{EXT,framebuffer_blit} |
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*/ |
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Draw = GL_DRAW_FRAMEBUFFER, |
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#endif |
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ReadDraw = GL_FRAMEBUFFER /**< For both reading and drawing. */ |
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}; |
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#ifndef MAGNUM_TARGET_GLES |
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/** |
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* @brief Draw attachment for default framebuffer |
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* |
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* @see mapDefaultForDraw() |
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* @requires_gl |
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* @requires_gl30 Extension @extension{EXT,framebuffer_object} |
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*/ |
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enum class DefaultDrawAttachment: GLenum { |
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None = GL_NONE, /**< Don't use the output. */ |
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BackLeft = GL_BACK_LEFT, /**< Write output to back left framebuffer. */ |
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BackRight = GL_BACK_RIGHT, /**< Write output to back right framebuffer. */ |
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FrontLeft = GL_FRONT_LEFT, /**< Write output to front left framebuffer. */ |
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FrontRight = GL_FRONT_RIGHT /**< Write output to front right framebuffer. */ |
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}; |
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/** |
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* @brief Read attachment for default framebuffer |
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* |
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* @see mapDefaultForRead() |
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* @requires_gl |
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* @requires_gl30 Extension @extension{EXT,framebuffer_object} |
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*/ |
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enum class DefaultReadAttachment: GLenum { |
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FrontLeft = GL_FRONT_LEFT, /**< Read from front left framebuffer. */ |
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FrontRight = GL_FRONT_RIGHT, /**< Read from front right framebuffer. */ |
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BackLeft = GL_BACK_LEFT, /**< Read from back left framebuffer. */ |
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BackRight = GL_BACK_RIGHT, /**< Read from back right framebuffer. */ |
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Left = GL_LEFT, /**< Read from left framebuffers. */ |
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Right = GL_RIGHT, /**< Read from right framebuffers. */ |
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Front = GL_FRONT, /**< Read from front framebuffers. */ |
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Back = GL_BACK, /**< Read from back framebuffers. */ |
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FrontAndBack = GL_FRONT_AND_BACK /**< Read from front and back framebuffers. */ |
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}; |
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#endif |
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/** |
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* @brief Attachment for depth/stencil part of fragment shader output |
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* |
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* @see attachRenderbuffer(Target, DepthStencilAttachment, Renderbuffer*), |
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* attachTexture1D(Target, DepthStencilAttachment, Texture1D*, GLint), |
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* attachTexture2D(Target, DepthStencilAttachment, Texture2D*, GLint), |
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* attachCubeMapTexture(Target, DepthStencilAttachment, CubeMapTexture*, CubeMapTexture::Coordinate, GLint), |
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* attachTexture3D(Target, DepthStencilAttachment, Texture3D*, GLint) |
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* @requires_gl30 Extension @extension{EXT,framebuffer_object} |
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*/ |
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enum class DepthStencilAttachment: GLenum { |
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Depth = GL_DEPTH_ATTACHMENT, /**< Depth output only. */ |
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Stencil = GL_STENCIL_ATTACHMENT /**< Stencil output only. */ |
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#ifndef MAGNUM_TARGET_GLES |
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, |
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/** |
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* Both depth and stencil output. |
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*/ |
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DepthStencil = GL_DEPTH_STENCIL_ATTACHMENT |
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#endif |
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}; |
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/** |
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* @brief Output mask for blitting |
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* |
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* Specifies which data are copied when performing blit operation |
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* using blit(). |
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* @see BlitMask |
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* @requires_gl30 Extension @extension{EXT,framebuffer_object} |
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*/ |
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enum class Blit: GLbitfield { |
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Color = GL_COLOR_BUFFER_BIT, /**< Color */ |
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Depth = GL_DEPTH_BUFFER_BIT, /**< Depth value */ |
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Stencil = GL_STENCIL_BUFFER_BIT /**< Stencil value */ |
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}; |
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/** |
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* @brief Output mask for blitting |
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* @requires_gl30 Extension @extension{EXT,framebuffer_object} |
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*/ |
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typedef Set<Blit, GLbitfield> BlitMask; |
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/** @brief Set feature */ |
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static void setFeature(Feature feature, bool enabled); |
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/** |
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* @brief Set clear color |
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* |
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* Initial value is `{0.0f, 0.0f, 0.0f, 1.0f}`. |
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*/ |
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inline static void setClearColor(const Vector4& color) { |
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glClearColor(color.r(), color.g(), color.b(), color.a()); |
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} |
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/** |
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* @brief Clear framebuffer |
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* |
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* Clears color buffer, depth and stencil buffer in currently active |
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* framebuffer. If depth or stencil test is not enabled, it doesn't |
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* clear these buffers. |
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* |
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* @see setFeature(), clear(ClearMask) |
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*/ |
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inline static void clear() { glClear(static_cast<GLbitfield>(clearMask)); } |
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/** |
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* @brief Clear specified buffers in framebuffer |
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* |
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* @see clear() |
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*/ |
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inline static void clear(ClearMask mask) { glClear(static_cast<GLbitfield>(mask)); } |
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#ifndef MAGNUM_TARGET_GLES |
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/** |
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* @brief Set clear depth |
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* |
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* Initial value is `1.0`. |
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* @requires_gl See setClearDepth(GLfloat), which is supported in OpenGL ES. |
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*/ |
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inline static void setClearDepth(GLdouble depth) { glClearDepth(depth); } |
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#endif |
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/** |
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* @overload |
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* |
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* @requires_gl41 Extension @extension{ARB,ES2_compatibility} |
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*/ |
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inline static void setClearDepth(GLfloat depth) { glClearDepthf(depth); } |
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/** |
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* @brief Set clear stencil |
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* |
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* Initial value is `0`. |
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*/ |
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inline static void setClearStencil(GLint stencil) { glClearStencil(stencil); } |
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/** |
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* @brief Set viewport size |
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* |
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* Call when window size changes. |
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* @see Camera::setViewport() |
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*/ |
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static void setViewport(const Math::Vector2<GLint>& position, const Math::Vector2<GLsizei>& size); |
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/** |
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* @brief Bind default framebuffer to given target |
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* @param target %Target |
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* |
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* @requires_gl30 Extension @extension{EXT,framebuffer_object} |
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*/ |
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inline static void bindDefault(Target target) { |
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glBindFramebuffer(static_cast<GLenum>(target), 0); |
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} |
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#ifndef MAGNUM_TARGET_GLES |
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/** |
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* @brief Map given attachments of default framebuffer for drawing |
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* @param attachments Default attachments. If any value is |
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* DefaultAttachment::None, given output is not used. |
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* |
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* If used for mapping output of fragment shader, the order must be as |
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* specified by the shader (see AbstractShaderProgram documentation). |
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* If used for blit(), the order is not important. Each used attachment |
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* should have either renderbuffer or texture attached for writing to |
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* work properly. |
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* @see mapForDraw(), mapDefaultForRead() |
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* @requires_gl |
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* @requires_gl30 Extension @extension{EXT,framebuffer_object} |
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*/ |
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static void mapDefaultForDraw(std::initializer_list<DefaultDrawAttachment> attachments); |
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/** |
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* @brief Map given attachment of default framebuffer for reading |
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* @param attachment Default attachment |
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* |
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* Each used attachment should have either renderbuffer or texture |
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* attached to work properly. |
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* @see mapForRead(), mapDefaultForDraw() |
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* @requires_gl |
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* @requires_gl30 Extension @extension{EXT,framebuffer_object} |
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*/ |
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inline static void mapDefaultForRead(DefaultReadAttachment attachment) { |
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bindDefault(Target::Read); |
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glReadBuffer(static_cast<GLenum>(attachment)); |
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} |
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#endif |
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#ifndef MAGNUM_TARGET_GLES |
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/** |
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* @brief Copy block of pixels from read to draw framebuffer |
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* @param bottomLeft Bottom left coordinates of source rectangle |
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* @param topRight Top right coordinates of source rectangle |
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* @param destinationBottomLeft Bottom left coordinates of destination rectangle |
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* @param destinationTopRight Top right coordinates of destination |
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* rectangle |
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* @param blitMask Blit mask |
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* @param filter Interpolation applied if the image is |
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* stretched |
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* |
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* See mapForRead() / mapDefaultForRead() and mapForDraw() / |
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* mapDefaultForDraw() for binding particular framebuffer for reading |
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* and drawing. If multiple attachments are specified in mapForDraw() |
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* / mapDefaultForDraw(), the data are written to each of them. |
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* @requires_gl |
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* @requires_gl30 Extension @extension{EXT,framebuffer_blit} |
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*/ |
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inline static void blit(const Math::Vector2<GLint>& bottomLeft, const Math::Vector2<GLint>& topRight, const Math::Vector2<GLint>& destinationBottomLeft, const Math::Vector2<GLint>& destinationTopRight, BlitMask blitMask, AbstractTexture::Filter filter) { |
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glBlitFramebuffer(bottomLeft.x(), bottomLeft.y(), topRight.x(), topRight.y(), destinationBottomLeft.x(), destinationBottomLeft.y(), destinationTopRight.x(), destinationTopRight.y(), static_cast<GLbitfield>(blitMask), static_cast<GLenum>(filter)); |
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} |
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/** |
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* @brief Copy block of pixels from read to draw framebuffer |
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* @param bottomLeft Bottom left coordinates of source and |
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* destination rectangle |
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* @param topRight Top right coordinates of source and |
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* destination rectangle |
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* @param blitMask Blit mask |
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* |
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* Convenience function when source rectangle is the same as |
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* destination rectangle. As the image is copied pixel-by-pixel, |
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* no interpolation is needed and thus |
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* AbstractTexture::Filter::NearestNeighbor filtering is used by |
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* default. |
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* @requires_gl |
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* @requires_gl30 Extension @extension{EXT,framebuffer_blit} |
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*/ |
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inline static void blit(const Math::Vector2<GLint>& bottomLeft, const Math::Vector2<GLint>& topRight, BlitMask blitMask) { |
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glBlitFramebuffer(bottomLeft.x(), bottomLeft.y(), topRight.x(), topRight.y(), bottomLeft.x(), bottomLeft.y(), topRight.x(), topRight.y(), static_cast<GLbitfield>(blitMask), static_cast<GLenum>(AbstractTexture::Filter::NearestNeighbor)); |
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} |
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#endif |
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/** |
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* @brief Read block of pixels from framebuffer to image |
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* @param offset Offset in the framebuffer |
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* @param dimensions Image dimensions |
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* @param components Color components |
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* @param type Data type |
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* @param image %Image where to put the data |
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* |
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* @requires_gl30 Extension @extension{EXT,framebuffer_object} |
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*/ |
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static void read(const Math::Vector2<GLint>& offset, const Math::Vector2<GLsizei>& dimensions, AbstractImage::Components components, AbstractImage::ComponentType type, Image2D* image); |
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#ifndef MAGNUM_TARGET_GLES |
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/** |
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* @brief Read block of pixels from framebuffer to buffered image |
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* @param offset Offset in the framebuffer |
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* @param dimensions Image dimensions |
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* @param components Color components |
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* @param type Data type |
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* @param image Buffered image where to put the data |
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* @param usage %Buffer usage |
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* |
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* @requires_gl |
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* @requires_gl30 Extension @extension{EXT,framebuffer_object} |
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*/ |
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static void read(const Math::Vector2<GLint>& offset, const Math::Vector2<GLsizei>& dimensions, AbstractImage::Components components, AbstractImage::ComponentType type, BufferedImage2D* image, Buffer::Usage usage); |
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#endif |
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/** |
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* @brief Constructor |
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* |
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* Generates new OpenGL framebuffer. |
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* @requires_gl30 Extension @extension{EXT,framebuffer_object} |
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*/ |
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inline Framebuffer() { glGenFramebuffers(1, &framebuffer); } |
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/** |
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* @brief Destructor |
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* |
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* Deletes associated OpenGL framebuffer. |
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* @requires_gl30 Extension @extension{EXT,framebuffer_object} |
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*/ |
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inline ~Framebuffer() { glDeleteFramebuffers(1, &framebuffer); } |
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/** |
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* @brief Bind framebuffer |
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* |
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* @requires_gl30 Extension @extension{EXT,framebuffer_object} |
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*/ |
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inline void bind(Target target) { |
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glBindFramebuffer(static_cast<GLenum>(target), framebuffer); |
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} |
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#ifndef MAGNUM_TARGET_GLES |
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/** |
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* @brief Map given color attachments of current framebuffer for drawing |
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* @param colorAttachments Color attachment IDs. If any value is -1, |
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* given output is not used. |
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* |
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* If used for mapping output of fragment shader, the order must be as |
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* specified by the shader (see AbstractShaderProgram documentation). |
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* If used for blit(), the order is not important. Each used attachment |
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* should have either renderbuffer or texture attached for writing to |
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* work properly. |
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* @see mapDefaultForDraw(), mapForRead() |
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* @requires_gl |
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* @requires_gl30 Extension @extension{EXT,framebuffer_object} |
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*/ |
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void mapForDraw(std::initializer_list<int> colorAttachments); |
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/** |
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* @brief Map given color attachment of current framebuffer for reading |
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* @param colorAttachment Color attachment ID |
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* |
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* The color attachment should have either renderbuffer or texture |
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* attached for reading to work properly. |
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* @see mapDefaultForRead(), mapForDraw() |
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* @requires_gl |
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* @requires_gl30 Extension @extension{EXT,framebuffer_object} |
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*/ |
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inline void mapForRead(unsigned int colorAttachment) { |
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bind(Target::Read); |
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glReadBuffer(GL_COLOR_ATTACHMENT0 + colorAttachment); |
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} |
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#endif |
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/** |
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* @brief Attach renderbuffer to given framebuffer depth/stencil attachment |
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* @param target %Target |
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* @param depthStencilAttachment Depth/stencil attachment |
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* @param renderbuffer Renderbuffer |
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* |
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* @requires_gl30 Extension @extension{EXT,framebuffer_object} |
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*/ |
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inline void attachRenderbuffer(Target target, DepthStencilAttachment depthStencilAttachment, Renderbuffer* renderbuffer) { |
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/** @todo Check for internal format compatibility */ |
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bind(target); |
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glFramebufferRenderbuffer(static_cast<GLenum>(target), static_cast<GLenum>(depthStencilAttachment), GL_RENDERBUFFER, renderbuffer->id()); |
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} |
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/** |
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* @brief Attach renderbuffer to given framebuffer color attachment |
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* @param target %Target |
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* @param colorAttachment Color attachment ID (number between 0 and 15) |
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* @param renderbuffer Renderbuffer |
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* |
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* @requires_gl30 Extension @extension{EXT,framebuffer_object} |
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*/ |
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inline void attachRenderbuffer(Target target, unsigned int colorAttachment, Renderbuffer* renderbuffer) { |
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/** @todo Check for internal format compatibility */ |
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bind(target); |
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glFramebufferRenderbuffer(static_cast<GLenum>(target), GL_COLOR_ATTACHMENT0 + colorAttachment, GL_RENDERBUFFER, renderbuffer->id()); |
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} |
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#ifndef MAGNUM_TARGET_GLES |
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/** |
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* @brief Attach 1D texture to given framebuffer depth/stencil attachment |
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* @param target %Target |
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* @param depthStencilAttachment Depth/stencil attachment |
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* @param texture 1D texture |
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* @param mipLevel Mip level |
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* |
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* @requires_gl |
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* @requires_gl30 Extension @extension{EXT,framebuffer_object} |
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*/ |
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inline void attachTexture1D(Target target, DepthStencilAttachment depthStencilAttachment, Texture1D* texture, GLint mipLevel) { |
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/** @todo Check for internal format compatibility */ |
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/** @todo Check for texture target compatibility */ |
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bind(target); |
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glFramebufferTexture1D(static_cast<GLenum>(target), static_cast<GLenum>(depthStencilAttachment), static_cast<GLenum>(texture->target()), texture->id(), mipLevel); |
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} |
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/** |
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* @brief Attach 1D texture to given framebuffer color attachment |
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* @param target %Target |
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* @param colorAttachment Color attachment ID (number between 0 and 15) |
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* @param texture 1D texture |
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* @param mipLevel Mip level |
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* |
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* @requires_gl |
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* @requires_gl30 Extension @extension{EXT,framebuffer_object} |
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*/ |
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inline void attachTexture1D(Target target, unsigned int colorAttachment, Texture1D* texture, GLint mipLevel) { |
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/** @todo Check for internal format compatibility */ |
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/** @todo Check for texture target compatibility */ |
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bind(target); |
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glFramebufferTexture1D(static_cast<GLenum>(target), GL_COLOR_ATTACHMENT0 + colorAttachment, static_cast<GLenum>(texture->target()), texture->id(), mipLevel); |
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} |
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#endif |
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/** |
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* @brief Attach 2D texture to given framebuffer depth/stencil attachment |
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* @param target %Target |
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* @param depthStencilAttachment Depth/stencil attachment |
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* @param texture 2D texture |
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* @param mipLevel Mip level. For rectangle textures it |
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* should be always 0. |
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* |
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* @see attachCubeMapTexture() |
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* @requires_gl30 Extension @extension{EXT,framebuffer_object} |
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*/ |
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inline void attachTexture2D(Target target, DepthStencilAttachment depthStencilAttachment, Texture2D* texture, GLint mipLevel) { |
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/** @todo Check for internal format compatibility */ |
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/** @todo Check for texture target compatibility */ |
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bind(target); |
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glFramebufferTexture2D(static_cast<GLenum>(target), static_cast<GLenum>(depthStencilAttachment), static_cast<GLenum>(texture->target()), texture->id(), mipLevel); |
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} |
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/** |
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* @brief Attach 2D texture to given framebuffer color attachment |
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* @param target %Target |
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* @param colorAttachment Color attachment ID (number between 0 and 15) |
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* @param texture 2D texture |
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* @param mipLevel Mip level. For rectangle textures it |
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* should be always 0. |
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* |
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* @see attachCubeMapTexture() |
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* @requires_gl30 Extension @extension{EXT,framebuffer_object} |
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*/ |
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inline void attachTexture2D(Target target, unsigned int colorAttachment, Texture2D* texture, GLint mipLevel) { |
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/** @todo Check for internal format compatibility */ |
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/** @todo Check for texture target compatibility */ |
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bind(target); |
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glFramebufferTexture2D(static_cast<GLenum>(target), GL_COLOR_ATTACHMENT0 + colorAttachment, static_cast<GLenum>(texture->target()), texture->id(), mipLevel); |
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} |
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/** |
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* @brief Attach cube map texture to given framebuffer depth/stencil attachment |
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* @param target %Target |
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* @param depthStencilAttachment Depth/stencil attachment |
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* @param texture Cube map texture |
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* @param coordinate Cube map coordinate |
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* @param mipLevel Mip level |
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* |
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* @see attachTexture2D() |
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* @requires_gl30 Extension @extension{EXT,framebuffer_object} |
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*/ |
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inline void attachCubeMapTexture(Target target, DepthStencilAttachment depthStencilAttachment, CubeMapTexture* texture, CubeMapTexture::Coordinate coordinate, GLint mipLevel) { |
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/** @todo Check for internal format compatibility */ |
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bind(target); |
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glFramebufferTexture2D(static_cast<GLenum>(target), static_cast<GLenum>(depthStencilAttachment), static_cast<GLenum>(coordinate), texture->id(), mipLevel); |
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} |
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|
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/** |
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* @brief Attach cube map texture to given framebuffer color attachment |
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* @param target %Target |
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* @param colorAttachment Color attachment ID (number between 0 and 15) |
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* @param texture Cube map texture |
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* @param coordinate Cube map coordinate |
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* @param mipLevel Mip level |
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* |
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* @see attachTexture2D() |
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* @requires_gl30 Extension @extension{EXT,framebuffer_object} |
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*/ |
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inline void attachCubeMapTexture(Target target, unsigned int colorAttachment, CubeMapTexture* texture, CubeMapTexture::Coordinate coordinate, GLint mipLevel) { |
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/** @todo Check for internal format compatibility */ |
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bind(target); |
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glFramebufferTexture2D(static_cast<GLenum>(target), GL_COLOR_ATTACHMENT0 + colorAttachment, static_cast<GLenum>(coordinate), texture->id(), mipLevel); |
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} |
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#ifndef MAGNUM_TARGET_GLES |
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/** |
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* @brief Attach 3D texture to given framebuffer depth/stencil attachment |
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* @param target %Target |
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* @param depthStencilAttachment Depth/stencil attachment |
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* @param texture 3D texture |
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* @param mipLevel Mip level |
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* @param layer Layer of 2D image within a 3D texture |
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* |
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* @requires_gl |
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* @requires_gl30 Extension @extension{EXT,framebuffer_object} |
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*/ |
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inline void attachTexture3D(Target target, DepthStencilAttachment depthStencilAttachment, Texture3D* texture, GLint mipLevel, GLint layer) { |
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/** @todo Check for internal format compatibility */ |
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/** @todo Check for texture target compatibility */ |
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bind(target); |
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glFramebufferTexture3D(static_cast<GLenum>(target), static_cast<GLenum>(depthStencilAttachment), static_cast<GLenum>(texture->target()), texture->id(), mipLevel, layer); |
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} |
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/** |
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* @brief Attach 3D texture to given framebuffer color attachment |
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* @param target %Target |
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* @param colorAttachment Color attachment ID (number between 0 and 15) |
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* @param texture 3D texture |
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* @param mipLevel Mip level |
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* @param layer Layer of 2D image within a 3D texture. |
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* |
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* @requires_gl |
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* @requires_gl30 Extension @extension{EXT,framebuffer_object} |
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*/ |
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inline void attachTexture3D(Target target, unsigned int colorAttachment, Texture3D* texture, GLint mipLevel, GLint layer) { |
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/** @todo Check for internal format compatibility */ |
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/** @todo Check for texture target compatibility */ |
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bind(target); |
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glFramebufferTexture3D(static_cast<GLenum>(target), GL_COLOR_ATTACHMENT0 + colorAttachment, static_cast<GLenum>(texture->target()), texture->id(), mipLevel, layer); |
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} |
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#endif |
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private: |
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static ClearMask clearMask; |
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GLuint framebuffer; |
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}; |
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} |
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#endif
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